I agree with both your and Craster assessments, my thoughts come from the same reasonings:
- Dark Mind: 30% reduction should be base. Dark Arts extends duration. Accentuate the contrast of effects of DA+DM and TBN. I don't think any mitigation cooldown should be made stronger with Dark Arts, TBN has that capability covered. DA on defensive cooldowns should prolong their duration or add utility.
If cooldowns like DM also had an added utility effect, like Blood Price's MP procs on being hit, then DA use on these CDs in the right circumstance could be a payoff dis-similar but akin to TBN's Blood return (not as gainful yet also not being an all-or-nothing return).
Dark Mind working on all damage types would be great, too. I really want that. But I don't think Dark Mind is going to get that change.
So rename Dark Mind.
Rename it Shadow Wall. See how I got to here?
Shadow Wall, 60sec recast, 10 sec duration
*Partial MP restored when attacked.
*Mitigates 30% of incoming damage,
*Dark Arts effect: Extends duration to 15-20 seconds,
If DRK is keeping a magical only niche, I think it needs to be less relevant. It would be better for the that niche Cooldown to be the cost-free, 10-second ability with a 3 minute recast - giving DRK a small(er) edge in magical, but otherwise, it isn't entirely missed.
And if mitigation strength is base, and DA just extends duration, I'd think you'd see about the same DA/TBN use as now (assuming magical fight) - or less. But because you'd either DA+cooldown for sustaining mitigation, or cooldown+TBN for strength against tankbusters, you'd rarely - if ever - use both simultaneously (die DA+DM+TBN).

Originally Posted by
SyzzleSpark
Resource based mitigation isn't a playstyle, its a handicap, particularly when our DPS is resource based as well.
But I can see the potential pro to this as much as the con,
Regarding Dark Passenger,
reverting it to 3.x so that it's a small potency gain in single target over DA is one solution, and the simplest. What I would also consider, which I think is where there will be disagreement. What I would like to see, overall, a distinct niche for each of DRKs 3 MP cost abilities: {TBN, DA, & DP} (DA vs TBN already mentioned). They are the trifecta imo.
To that end, I'd be okay with DP being a ~20 potency loss in single target (same or closer damage to DA damage, 120-140, but no Slashing debuff) with a Blind base (or some better utility effect, a flat 300-400 potency heal for example), but no Dark Arts effect,
but most significantly: a 10 second or less recast (even as low as Dark Arts' 2 second recast).
There is little point to a recast limitation when DP use already eats 25% of your mana.
Lustrate isn't better than Tetra/ED because it has a 1 second recast.
And there is no point to a Dark Arts effect on DP when it itself functions as an alternative to a DA. (Again assuming not an attempt to revert it to 3.x)
Also can delete the redundancy of Dark Arts Quietus in this scenario. It already shouldn't exist. But if DRK wants to boost AOE damage, DP is always available and there for that purpose, not a DA effect that does the same thing (for 50 potency less). I'd gladly trade the Quietus DA effect for an in-Grit potency increase like Bloodspiller.
Another feature of this would be DRK would have back at least one MP return action that doesn't consume DA. That is the only grievance I have with SS getting a DA effect. DRK has no way of restoring MP (sans Delirium) without consuming DA in the process. A deliberate but obnoxious trap SE threw on the job I think.
I admit this isn't the in-demand fix for Dark Passenger - especially regarding single target where DPS actually matters for Raid bosses. But I'd look at other abilities first. I'd like Dark Passenger as part of a {DP, DA, TBN} trinity that don't step on one another: DP could fill a hole by replacing DA+SS/SE/PS in multitarget - a better active Berserk for 2+ mobs. It would be a good boost in low level pulls and for 2-4 mob pulls, where DA-AD and Quietus aren't really granting a whole lot as they would a larger pack.
Need more ways to manipulate resources. We can convert MP into Blood (adding Blood gain to DA & DP, like TBN, would be swell - again that {TBN, DA, DP} trifecta), but we can't as easily convert Blood to MP (Delirium, Quietus ... Hey Bloodspiller get with the program).
If Bloodspiller was given some sort of MP recovery forgiveness (if not an outright MP return), than that is all the DPS increase TBN needs imo. TBN already does enough just giving the +50 Blood for BS if BS is buffed.
I'd rather have additional DPS buffs to the lower line of the kit, before Stormblood. Salted Earth is one good soldier that never gets any attention. C&S even could be cranked up.
I think this all illuminates the fact that DRK is a resource job. DPSing SCH can get messy thanks to Miasma II, and Energy Drain being required to prevent OOMP, that does feel similar. But I like that edgy.
And like SCH/SMN, the MP cost of Grit/Darkside activation is as stupid as the steep cost of Summoning pets. What's the hold up SE.